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Dire Cinder WolfCreature 3


NLargeAnimal
Source Pathfinder Society Scenario #1-14: Lions of Katapesh
Perception +10 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +12, Stealth +8, Survival +10
Str +5, Dex +3, Con +4, Int -2, Wis +3, Cha -2

AC 18; Fort +11; Reflex +8; Will +8;
HP 50
Speed 35 feet

Jaws One Action +12 (+7, +2) to hit (reach 10) 1d10+5 Piercing + 1 Fire

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Buck Reaction

DC 20 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Pack Attack

The dire cinder wolf's Strikes deal 1d4 extra precision damage to creatures within reach of at least two of the wolf's allies.

Worry One Action (attack)

Requirements The dire cinder wolf has a creature Grabbed with its jaws


Effect The dire wolf fiercely shakes the grabbed creature with its teeth, dealing 1d10+2 piercing damage plus 1 fire damage (DC 20 basic fortitude save).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.